Nerf/Change Items & Buff the Passive Tree

I think a lot of issues we see in the game results from too much power coming from itemization and too little power coming from the passive tree.

Without flat damage bonuses granted from items, our characters are basically worthless due to everything being based off percentage scaling. This can be confusing for new players, when they've taken 200, 300% increased damage on their passive tree, but see little impact on their actual character due to them having low base values. This is just one example.

I think it would make much more sense moving many of the stats we see on items to the passive tree and then replacing these effects on items using more gameplay focused modifiers.

Modifiers like added # damage for both attacks and spells, flat critical chance, attack speed, etc. should be almost exclusively found on the passive tree. These stats make more sense here; as our characters grow in power, they hit harder and/or cast more powerful spells as we select these passive nodes. As they become more skilled, they naturally cause more critical hits, knowing where to strike the enemy, etc.

Someone who's very talented using a bow will (and should) perform much better with a garbage bow than someone who's garbage at using a bow using the best bow available. The current system says otherwise.

Effects like "projectile speed" or "chance to bleed" make much more sense being on items, rather than on the passive tree for the most part. A weapon might have specialized features that physically make it more capable of causing a target to bleed. It may have specialized plumage that makes the arrows fly faster or whatever. It doesn't make much sense picking a passive point and now the arrows you fire move faster or slower.

A character who is specifically built around using fire magic should inherently deal more damage with fire spells, no matter what items they're wearing. Increases to Spell Skill Levels should be found on the passive tree more commonly than on items. It doesn't make much sense that you now understand how to use your spells and abilities much better because of something you're wearing. Obviously powerful items could feature skill levels to a lesser extent, but currently almost everything comes from items. Are our characters supposed to be strong or just the items they're wearing?

Life specifically should be much more heavily weighted on the passive tree versus our items. The passive tree is supposed to represent our character's training and capabilities; a Warrior should be able to easily build more life by growing tougher, more muscular, more resilient, etc. But instead, we increase our life the most by putting on a ring or wearing shoes. It doesn't really make much sense.

Items on the other hand, should feature much more specialized modifiers in my opinion. Currently, the best items generally have the same modifiers. This doesn't make much sense in a game world where crafting is such a huge part of the game, randomly generated items are part of the core gameplay experience, and freedom of choice is meant to be one of the core gameplay features. You would think there would be a massive variety of itemization, but there really isn't - because most of our power comes from itemization. This forces our itemization to be very specific.

Effects on items should be more like:

"Increases spell damage by X% after attacking with this weapon."

"After blocking with this shield, your next attack deals X% increased damage."

"After moving X distance with these boots, your next projectile attack deals X% increased damage."

Modifiers that change the way we play rather than give us numerical increases for wearing them. Numerical increases should generally be found on our passive tree, while more active effects should be found on our items. Not the other way around.

Dernier bump le 15 févr. 2026 à 09:38:44
its intentional to incite trading.
"
TOP_BOMJIK#4977 a écrit :
its intentional to incite trading.


Sadly I believe this is correct. Path of exile is less about fun interactive systems with structured challenges and more about supporting slot machine mechanics. Trade is pretty essential to that. More power in passives, means less reliance on gear. Which mean less reliance on trade.

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